From 57c064ea00203960dbc42369ab0c6d920150921b Mon Sep 17 00:00:00 2001 From: neru <152752583+neeeruuu@users.noreply.github.com> Date: Fri, 2 Jan 2026 03:49:12 -0300 Subject: [PATCH] style: run format:apply pass --- src/app/page.tsx | 3 +-- src/app/shaders/grass.vert | 8 ++++---- 2 files changed, 5 insertions(+), 6 deletions(-) diff --git a/src/app/page.tsx b/src/app/page.tsx index f1db3ee..10197e5 100644 --- a/src/app/page.tsx +++ b/src/app/page.tsx @@ -209,8 +209,7 @@ function Grass({ const density = (1.0 - fallofFactor) * (1.0 - fallofFactor); - if (Math.random() > density) - continue; + if (Math.random() > density) continue; const localY = getTerrainHeight( localX, diff --git a/src/app/shaders/grass.vert b/src/app/shaders/grass.vert index f53a2c3..a8a0615 100644 --- a/src/app/shaders/grass.vert +++ b/src/app/shaders/grass.vert @@ -19,15 +19,15 @@ vec2 windDir = vec2( ); windDir = normalize(windDir - 0.5) * 0.8; -float taperFactor = pow(uv.y, 4.0); // Stays near 0 for long, then shoots to 1 at tip -float taper = 1.0 - taperFactor * 0.6; // Width goes from 1.0 to 0.4 at tip +float taperFactor = pow(uv.y, 4.0); +float taper = 1.0 - taperFactor * 0.6; transformed.x *= taper; transformed.z *= taper; -float curveStrength = 3.0 + noiseVal * 2.0; +float curveStrength = 2.0 + noiseVal * 2.0; float curveAmount = uv.y * uv.y * curveStrength; -vec2 curveDir = normalize(vec2(noiseVal, fbm(vec2(worldZ, worldX))) - 0.5); // Randomize curve direction +vec2 curveDir = normalize(vec2(noiseVal, fbm(vec2(worldZ, worldX))) - 0.5); transformed.x += curveAmount * curveDir.x * 0.5; transformed.z += curveAmount * curveDir.y * 0.5;